In gaming, the utilization of this structure is known as peer-to-peer gaming, otherwise known as P2P gaming. This is one architectural method that allows you to play with other players online. To put it simply, P2P gaming is when players connect to and rely upon one another to keep an online network going, negating the need for a dedicated server.
To understand the functions of P2P gaming, you must also understand its most common opposing architecture. This server is not a player, nor is it a part of the game. When it comes to peer-to-peer gaming, however, there are two types of network structures that most commonly occur.
The session maintenance module 42 then either accepts or refuses the request. Once the gaming terminals reply to the invitation, either accepting or rejecting the invitation, the session manager 40 , in turn, facilitates the connection of the gaming terminal acting as server to those individual gaming terminals that have accepted the invitation i.
The distributed application server 10 a associates all participating gaming terminals with the gaming session ID and establishes an association matrix 47 to create a virtual communications channel for the participating gaming terminals. The distributed application server performs this function by providing all necessary information such as machine addresses to the gaming terminals involved in the community base game through the association matrix 47 or in the case of the proxy model, supplying the association matrix 47 to the carousel controller With this information provided by the distributed application server 10 a , each enrolled gaming terminal can communicate with the gaming terminal acting as server.
The triggering gaming terminal i. During this process, application messages are exchanged between the client gaming terminals and the serving gaming terminal to accomplish game play. The server gaming terminal establishes a session log that records all exchanged application messages and any session manager messages exchanged between the distributed gaming server and the server gaming terminal regarding the session.
Once the distributed application has reached its final game outcome, the gaming session is terminated with a session termination signal from the gaming terminal serving the gaming application. The session termination signal is sent to the session maintenance module 42 on the distributed application server 10 a. The session maintenance module 42 terminates the distributed application, and returns the gaming terminals to their normal operating mode. In addition to the termination notification, the server gaming terminal also uploads a session log to the session manager The session manager 40 uses a session log as part of the termination procedure to account for winnings and losses between gaming terminals.
The players at these gaming terminals will have their accounts debited and credited accordingly. A single distributed application server 10 a may be used to control several or multiple distributed gaming sessions. For example, several different progressive games and several different community-based bonus games could be in simultaneous operation. Multiple types of distributed applications may be available to a single gaming terminal. Some of these games may be restricted to a single carousel controller 30 and others may operate over an entire casino or wide area.
Any particular gaming terminal or group of gaming terminals may participate in an overlapping set of distributed applications. For example some gaming terminals might only be participating in a local progressive, while other gaming terminals are participating in both a progressive and a community-based bonus game. Each of these distributed application sessions has a unique distributed application session ID. This session ID allows the site controller to individually monitor and control gaming terminals grouped in a distributed application session.
The above and described peer-to-peer gaming network and its associated session manager 40 enables new and more exciting gaming opportunities through shared gaming experience. The examples that follow demonstrate the diversity of games that can be implemented on the present invention.
These games run the gamut of competitive, collaborative, and any other shared gaming experience. For example the present invention allows a player to place a side bet on another player's game outcomes. In this situation, an outcome may be triggered on a game that allows all eligible players e. The player who hits the bonus round is called the initiator and is the only one who directly participates in the bonus game play.
The other players on the carousel are notified that a bonus game has been triggered and allowed to make side bet wagers.
Participation in this bonus game may be voluntary. The bonus round may be displayed on eligible gaming terminals e. Once the bets are placed, the triggering gaming terminal is allowed to complete play of the bonus game. The triggering player is rewarded based on the bonus game outcome. All other participating players who have successfully wagered on the outcome of the triggering terminal are also then rewarded. This game may be viewed as individual side bet games with a shared determination of the outcome.
More sophisticated side betting games can also be created. For example, the triggering player may be awarded a percentage of the total wagers made by the participating players. This increases the desirability for playing the game with the hope that a player might become a host for the bonus game and the eligible for further awards. Direct competition with other players is another variation of shared gaming that the present invention allows to be implemented.
One embodiment for direct competition uses a base game with a bonus game in a gaming terminal. A player wagers on the base game to become eligible for play in the bonus game. The base game is an individual game and not a community-based game.
The base game, however, may fund the bonus pool for the bonus game. The bonus game is a community-based game in which players may compete head-to-head for the bonus pool jackpot. The bonus game may be entirely random or have some elements of skill involved. Alternately, another direct competition embodiment may involve only a base game that is served to all eligible participating gaming terminals. Certain enhancements can be made to the gaming as described above where the player who controls the serving gaming terminal is allowed to collect a higher percentage of winnings or a percentage of the total wagers made in the game.
Another gaming method that may use distributed applications with the present invention is collaborative team play. For example, players may choose to form teams to increase their probability of achieving a winning outcome by one team member.
Any winning outcome achieved by the team is split evenly among the team members participating at the time of the winning outcome. For example, players in a bank of progressive gaming terminals may decide to team rather than playing individually for the progressive jackpot, splitting any winnings equally among the team members.
Players could selectively opt in or opt out of the team. Alternately, players could make side bets on other players while playing their own individual progressive game. The side bet would allow a player to also win an award if another player hit the jackpot. Yet another gaming method that can be used in the present invention involves using two servers to provide progressive type games. In progressive type games a portion of each wager is assigned to a bonus pool.
Several gaming terminals may contribute to this bonus pool. A single player may win the entire bonus pool with the winning game outcome. A progressive server is typically linked to each of the gaming terminals participating in the progressive game.
This progressive server typically handles the accounting functions of the progressive game and verifies jackpot winning gaming terminals. To further enhance this standard progressive type game, the present invention can be used to provide additional enrichment to the game play.
For example, it is possible to offer players the potential to collaborate as teams, pooling their combined wagers to win the progressive. Alternately, players at gaming terminals with certain outcomes may trigger a bonus event that allows players to place side bets on another player's game outcome.
Still another embodiment offered by the present invention allows two players to share the same game. In certain situations, two players may wish to confer and come to a consensus on how to play a single game.
In these situations, rather then having the players crowd a single gaming terminal, the present invention allows the same game to be presented on the visual display of an adjacent gaming terminal.
Either player may then wager or select optional gaming parameters. The above games demonstrate the remarkable diversity of the present invention with its unique peer-to-peer gaming network in association with its session manager 40 implemented on a network server. A method of using a gaming network to serve a shared gaming application, the network having a server in communication with a plurality of gaming terminals, the method comprising: sending a session initiation signal from one of the plurality of gaming terminals to the server to initiate a shared gaming session;.
The method of claim 1 , further comprising: determining, at the server, eligibility of ones of the plurality of gaming terminals to participate in the shared gaming session, wherein the association only includes gaming terminals eligible to participate in the shared gaming application. The method of claim 2 , further comprising: monitoring, at the server, eligibility of ones of the gaming terminals defined by the association during the shared gaming session;.
The method of claim 2 , further comprising: monitoring the eligibility of each gaming terminal in the plurality of gaming terminals during the shared game session;. The method of claim 2 , further comprising: sending an add signal from one of the plurality of gaming terminals to the server after the shared gaming session has begun;. The method of claim 1 , further comprising: determining, by the server, whether an add signal is received from each one of the plurality of gaming terminals, wherein the association only includes gaming terminals from which the add signal is received.
The method of claim 1 , further comprising: sending a drop signal from one of the gaming terminals defined by the association to the server;. The method of claim 1 , further comprising: sending a session termination signal from the server gaming terminal to the server; and. The method of claim 1 , wherein the gaming terminal sending the session initiation signal serves the shared gaming application. A method of using a gaming network to serve a shared gaming application, the network having a server in communication with a plurality of gaming terminals through a carousel controller, the method comprising: sending a session initiation signal from one of the plurality of gaming terminals to the server to initiate a shared gaming session;.
The method of claim 10 , further comprising: determining, by the server, eligibility of ones of the plurality of gaming terminals to participate in the shared gaming session, wherein the association only includes gaming terminals that are eligible to participate in the shared gaming session. The method of claim 11 , further comprising: monitoring, by the server, eligibility of ones of the gaming terminals defined by the association;. The method of claim 10 , further comprising: determining, by the server, whether an add signal is received from ones of the plurality of gaming terminals, wherein the association only includes gaming terminals from which the add signal is received.
The method of claim 10 , further comprising: sending a drop signal from one of the gaming terminals defined by the association to the server;. The method of claim 10 , further comprising: sending an add signal from one of a the plurality of gaming terminals to the server after the shared gaming session has already begun;. The method of claim 10 , further comprising: sending a session termination signal from the gaming terminal serving the shared gaming application to the server; and.
A gaming network comprising: a plurality of gaming terminals having a shared gaming application, the shared gaming application initiated by one of the plurality of gaming terminals;.
The gaming network of claim 17 , wherein the server is further to determine eligibility of the gaming terminals to participate in the shared gaming application. The gaming network of claim 18 wherein the gaming terminals eligible to participate have an add signal, the add signal sent to the server to participate in the shared gaming application, the server using the add signal to add the gaming terminal to the association. The gaming network of claim 19 , wherein the server is further to monitor, during the shared gaming session, eligibility of ones of the gaming terminals in the association, and based on the monitoring, the server to create a revised association that excludes gaming terminals that are no longer eligible to participate in the shared gaming session, the server further to communicate the revised association to ones of the gaming terminals defined by the revised association.
The gaming network of claim 17 , one of the gaming terminals to send a drop signal to the server, the drop signal for withdrawing from the shared gaming application, the server to create a revised association based on the drop signal, the server further to communicate the revised association to ones of the gaming terminals defined by the revised association.
A gaming network comprising: a plurality of gaming terminals having a shared gaming application, the shared gaming application triggered by one of the plurality of gaming terminals;. USB2 en. AUA1 en. CAC en. Feedback will be sent to Microsoft: By pressing the submit button, your feedback will be used to improve Microsoft products and services.
Privacy policy. This page explains how you can enable and use direct peer-to-peer connections in PlayFab Party using example game code. It also includes considerations to help you evaluate when to use direct peer-to-peer connections in your games. PlayFab Party supports a wide variety of communication topologies.
Conceptually, all chat or data messages are from one peer device or user directly to others. However, Party will automatically leverage a transparent cloud relay service to avoid common environmental and security problems with actually establishing direct peer-to-peer connections. You can achieve low latency data transmission by leveraging its background quality of service QoS measurements.
You can optionally enable direct peer-to-peer connections to reduce data transmission latency further. Due to security concerns detailed under "Security considerations" below, Microsoft recommends that you use our cloud relay service instead of enabling direct peer-to-peer connection unless your title has strict latency requirements. Other versions of the library will always use the cloud relay for data transmission, regardless of the direct peer connectivity options specified through the client API.
Because direct peer connectivity are used to send data directly between clients, the clients all need to know how to connect to one another. This is done by sharing client IP addresses between clients in a game session together. For example, if a 16 player multiplayer game uses direct peer connectivity to update player positions, each of the 16 game clients needs to know the IP addresses of the 15 other clients to know who to send data to.
Sharing IP addresses between game clients is a security risk. Sharing IP addresses may allow bad actors to detect the IP address and use it to maliciously attack other players outside of games. Peer-to-peer gaming networks. Networking and Multiplayer Programming. Started by Tsume July 08, PM. Tsume Thanks in advance. Cancel Save. Yes, hybrid systems as those you have mentioned will do. Care to mention anymore?
The list goes on :- If you specifically require the elected topology of the peers to be a fully connected mesh, then I don't have a list of such games. How about TeamSpeak? Is that P2P enough? It does require lower latency. Skype used to be P2P for its voice chat, but it is no longer. This topic is closed to new replies.
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